Battle Chess

ABSTRACT

A chess-like game involving a board and a plurality of pieces that follow chess based movements. In addition each piece has an attack and defense value which is used to determine if one piece can capture another. Game play may be enhanced with game cards which enhance some aspect of a piece&#39;s qualities when capturing or defending. Game play may further be enhanced by board enhancement features. The game may be implemented in physical form as well as using a computer and computer based interface.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to a board game. Moreparticularly, the present invention relates to a chess variation game.

2. Description of Related Art

The invention broadly relates to a board game of the checker or chesstype in that two opposing players move their playing pieces inaccordance with prescribed rules in an effort to outwit the opponent'sstrategy and moves. Of these two examples, the invention most closelyresembles the conventional game of chess in piece movement and capturestrategy.

A conventional chess game is played on a chessboard, identical to acheckerboard, with thirty-two pieces, one set of sixteen-white, and oneset of sixteen-black, for each of two opposing players. The conventionalboard includes sixty-four squares of two alternating colors, usuallywhite and black or red and black. The playing pieces are ranked witheach rank being allowed certain moving abilities in varying patternsalong the squares of the playing board.

One player each is situated across from the opposing player on each oftwo opposing sides of the chessboard. These two players, one for eachside, face each other across the board, and each player has his own setof playing pieces that are initially arranged in a predetermined orderon that player's side of the playing board. The object of the game ofchess is to maneuver one's pieces, according to prescribed rules, insuch a way as to put the most highly-ranked piece, the opponent's king,in a condition of “checkmate.” Checkmate is a situation in which thatking is threatened with capture and cannot move out of vulnerability inany direction.

In an effort to promote additional glamour underlying the chess game,some known chess sets have substituted traditional pieces with moremodern warfare elements from varying time periods. The traditional rulesof play, however, have not been changed and conventional rules andplaying surface size are employed.

Therefore, what is needed is an enhancement on the traditional chessgame play that increases the sophistication of the game and provides anew form of entertainment not before found in the chess world.

SUMMARY OF THE INVENTION

The subject matter of this application may involve, in some cases,interrelated products, alternative solutions to a particular problem,and/or a plurality of different uses of a single system or article.

In one aspect, a system for playing a chess-like board game is provided.The system comprises a game board, a plurality of pieces, and a set ofgame playing cards. The game board has a plurality of checkered spacesmarked on a first level. The plurality of game pieces comprise a firstset and a second set, each of the sets comprising a king, a queen, abishop, a rook, a knight, and a pawn, the plurality of game piecesmovable along the game board during game play. Each of the plurality ofgame pieces has an attack value and defense value assigned to it. Thegame playing cards are marked with an enhancement and instructions touse the enhancement on one of the plurality of game pieces during gameplay.

In another aspect, a method of playing a board game, either physicallyand/or on a computer is provided. The method comprises the steps ofsetting up a plurality of game pieces on a game board, moving one pieceat a time to capture an opposing piece, and determining if the piece canbe captured.

The game board having a checkered grid of spaces. The plurality of gamepieces comprising two sets of game pieces, each set of pieces comprisinga king, a queen, a bishop, a knight, a rook, and a pawn, each of theplurality of game pieces having a numerical attack value assigned to it,and having a numerical defense value assigned to it. Determining if thegame piece can be captured comprises selecting a piece enhancement,tallying an attack value of a first piece based on the pieceenhancement, tallying a defense value based on a second pieceenhancement, comparing the attack value to the defense value, andremoving the second piece if the attack value of the first piece isgreater than the defense value of the second piece. These steps are tobe repeated until one of the king pieces are captured, thus ending thegame.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 provides an embodiment of a game board.

FIG. 2 provides an embodiment of a game piece.

FIG. 3 provides an example of a piece enhancement element shown as acard.

FIG. 4 provides an embodiment of a game board.

FIG. 5 provides an embodiment of steps involved in capturing a gamepiece.

DETAILED DESCRIPTION

The detailed description set forth below in connection with the appendeddrawings is intended as a description of presently preferred embodimentsof the invention and does not represent the only forms in which thepresent invention may be constructed and/or utilized. The descriptionsets forth the functions and the sequence of steps for constructing andoperating the invention in connection with the illustrated embodiments.

Generally, the present invention concerns a chess-based board game. Thegame may be implemented either on a physical board, or using a computeror computing device as a gaming platform with the game board being agame play space displayed by the computer. The game may comprise a gameboard, a number of game pieces, and a number of game piece enhancements.These elements may be used in combination to create a chess-like boardgame that includes a number of enhancements and strategy elements.

In one embodiment, the game board of the board game may be a checkeredgame board. In another embodiment the game board may be square, havingan equal number of spaces along its width and length. In a furtherembodiment, the game board may be an 8×8 board, with 8 spaces along thelength and width of the board. In yet another embodiment, the game boardmay include a variety of enhancements to enhance game play.

In one embodiment, an example of an enhancement element of the gameboard may be rapid travel spaces, allowing game piece movement from onespace on the board to another, distant space.

In another embodiment, an example of an enhancement element may be abarrier space, such that a piece cannot move in that space, that onlycertain pieces may move through the space, that pieces have limitedmovement in proximity to the barrier space, or that a piece may have towait a turn to pass the barrier.

In still another embodiment, an example of an enhancement element may bea geographical advantage space. Such a space may provide an attackingpiece or defending piece some advantage.

The game may further comprise game pieces to be moved about the board.In one embodiment, the game pieces may match traditional chess piecegame pieces and movement. In other words, the game may be a two playergame, with each side having one king, one queen, two bishops, twoknights, two rooks, and eight pawns. In another embodiment, the gamepieces may match traditional chess pieces, with a reduced number ofpawns. For example, each side may have one king, one queen, two bishops,two knights, two rooks, and only four pawns.

In yet another embodiment, the game pieces may comprise traditional gamepieces and may further comprise an additional blocker piece. Thisblocker piece may have varying movement abilities depending on gameplay, and may neither attack nor defend but may prevent a game piecefrom occupying a particular space. In a further embodiment, the blockerpiece may be moved to the extent that any other piece on the board maybe moved. For example, if all pieces are on the board, the blocker maymove in any direction. However, if only a king, pawn and rook are on theboard, the blocker may move laterally, and one space diagonally, but notmultiple spaces diagonally. In still a further embodiment, the blockermay be destroyed by various methods such as an attack by a game piece,or excessive movement.

In still another embodiment, game piece movement may be modified fromtraditional chess movement in that a king is allowed to move into checkand stay in check, a game ending not when the king is in “checkmate” butwhen the king loses a battle, as described below.

While game pieces may mimic traditional chess piece movement, gamepieces may be of varying shape to make game play more varied, and/or toallow game pieces to represent varying battle simulations.

In addition to traditional chess piece set up and movement, each piecemay have an “attack” value and a “defense” value assigned to it. Thesevalues allow pieces to engage in “battle” as opposed to one piece merelycapturing another as in traditional chess. These attack and defensevalues may be marked on each piece, displayed on the game board, on alist, or the like.

In a still another embodiment, each piece may have a size attributed toit, such as “large” and “small”. These varying size attributes mayimpact movement on the board relating to the board enhancement elements.

The board game may further comprise a plurality of game pieceenhancements. In one embodiment cards, either physical or displayedusing a computer device may be provided. In another embodiment, the gamepiece enhancements may be power ups positioned across the game board. Instill another embodiment, the game piece enhancement may be provided bya die or dice. The game cards of some embodiments may be drawn when twopieces “battle” i.e. attempt to occupy the same game space. As notedabove, each piece may have an attack and defense value attributed to it.When attempting to capture a piece, these attack and defense values comeinto play. Further, the game cards may be utilized to adjust the battlegame play. Each card comprises an instruction portion that may adjustfeatures of a piece during a battle. Adjusted features may include:increases or decreases to attack values of a piece; increases ordecreases to defense values of a piece; adjusted movement of a piece;escape of a piece from battle; invisibility, and the like. Theseadjusted features may take place immediately, may have a lasting effectthrough subsequent turns, or both. As such, the game cards may have animpact on piece capture and movement in addition to the traditionalchess piece movement and capture. In computer game embodiments, the gamecards may be represented as a virtual deck and may be “drawn” to displaythem on a display of the computing device.

In one embodiment of game play, the game setup may start by placing thegame pieces in the same positions as their chess counterparts. Inembodiments with less than eight pawns, the pawns are centered over theinterior pieces, leaving the outer spaces empty. In embodimentscomprising a blocker game piece, this piece is placed at an exteriorspace over a rook line.

In a further embodiment, game set up further comprises the dealing of aplurality of game cards to each player, each player having their own setof game cards. These cards may be shuffled and placed face down on eachplayer's side. In a computer enabled version, the cards may be randomlyassigned by the computer to each side to simulate shuffling and dealing.In another set up embodiment, power ups may be positioned throughout thegame board.

Game play begins by a “white” side making an initial move, followed bythe “black” side, and proceeds based on chess movement rules as modifiedby any board enhancement elements. When the time comes for one piece toattempt to capture another, the game enters battle mode and followsbattle rules. These battle rules determine if one game piece can capturethe other. Depending on the outcome of the battle, the attacking ordefending piece may be captured, both may be captured, or both mayreturn to their original positions.

The battle rules may vary, and may be any series of game play steps thatsimulate a battle based on at least attack and defense values assignedto the two pieces engaged in battle. In further embodiments, the battlerules may further incorporate game cards to enhance battle and addcomplexity to the game play.

In one embodiment of the battle rules, a battle may begin when one pieceattempts to capture an opponent's piece. The battle begins by eachplayer accessing available game piece enhancements. This may involveeither drawing or being dealt one or more cards, accessing power upspositioned on the space, or stored in a power up bank, rolling a die ordice, and the like. Next, the attacking player tallies the attack valueof the attacking piece to any added attack points provided by the cardselected, while the defending player tallies the defense value of thedefending piece to any added defense points provided by the card she hasselected.

After the attack and defense points of the attacking and defendingpieces, respectively, have been tallied an outcome of the attack can bedetermined. In one embodiment, if the attack points of the attackingplayer's piece are greater than the defense points of the defendingplayer's piece, the attacking player captures the attacked piece.However, if the attack points of the attacking players piece are lessthan or equal to the defense points of the defending player's piece, thedefending piece survives, and may counter attack. In alternateembodiments, an attacking piece may capture the defending piece if itsattack points are equal to the defense points of the defending piece.

In the event that a defending piece is not captured in an attack, thedefending piece may counter attack and attempt to capture the attackingpiece. Counter attack is determined by the defending piece adding itsattack value to any added attack points added by the card selected,while the attacking piece adds its defense value to any added defensepoints from the card selected. As with the attacking phase, if thecounter attacking (defending in the previous step) piece has an attackvalue greater than the defense points of the defending piece, thedefending piece is captured. If the counter attacking (defending in theprevious step) piece has an attack value equal to or less than thedefense points of the defending piece, neither piece is captured, andboth return to their original position before the attack. In alternateembodiments, a counter attacking piece may capture the defending pieceif its attack points are equal to the defense points of the defendingpiece. The game ends when a player captures an opposing player's kingafter a battle as described above.

In embodiments without game piece enhancements, the attacking anddefending values of the pieces are simply the values assigned to thoseparticular pieces.

In further embodiments, different spaces on the board may provide addedattack or defense points, such as geographic advantage spaces. Thesespaces may, for example add one point to the attacking and/or defendingpiece.

After the battle is completed, players may return their cards used tothe bottom of their deck or discard pile.

In one embodiment of game play, damage to pieces engaged in a battledoes not reset until the attacking player moves again. As such, ifplayer 1 attacks player 2's ship, and neither ship is captured, player1's attacking ship is vulnerable to attack from player 2 because itsdefense points have been weakened in player 1's previous counter attack.In further embodiment, card effects may last multiple rounds, making apiece susceptible to attack or resilient from attack for a time beyondjust the initial battle stage.

The game board and pieces may be configured in any variety ofembodiments to simulate different battles, time periods and the like.For example, the board may simulate various battle environmentsincluding but not limited to space battles, air battles, sea battles,and ground battles. Different game pieces may be fashioned to emulatedifferent time period battles.

In one embodiment, an exemplary space battle game board may comprisespaces having any combination of a wormhole, a planet, an asteroid fieldand a nebula. The wormhole is a rapid travel enhancement element of theboard, and allows a piece to travel from one wormhole position toanother. The planet may interfere with movement of certain pieces, andacts as a barrier element. The asteroid field and nebula act asgeographical advantages and may also act as blocking elements to certainpieces. As geographical advantages, the asteroid field and nebula mayprovide a +1 defense to any defending piece.

In another embodiment, an exemplary sea battle game board may comprisespaces having any combination of a current, island(s), a fog bank, coralreef, and whirlpool. The current is a rapid travel enhancement elementof the board, and allows a piece to travel from one current position toanother. The island and whirlpool may interfere with movement of certainpieces, and acts as a barrier element. The fog bank and coral reef actas geographical advantages and may also act as blocking elements tocertain pieces. As geographical advantages, the fog bank and coral reefmay provide a +1 defense to any defending piece.

In another embodiment, an exemplary air battle game board may comprisespaces having any combination of a jet-stream, mountain range, and astorm cloud. The jet-stream is a rapid travel enhancement element of theboard, and allows a piece to travel from one jet-stream position toanother. The mountain range and storm cloud act as geographicaladvantages and may also act as blocking elements to certain pieces. Asgeographical advantages, the mountain range and storm cloud may providea +1 defense to any defending piece.

In another embodiment, an exemplary land battle game board may comprisespaces having any combination of a tunnel, river, bunker, and hill. Thetunnel is a rapid travel enhancement element of the board, and allows apiece to travel from one tunnel position to another. The river may bepositioned across the board and may interfere with movement of certainpieces. As such the river acts as a barrier element. The bunker and hillact as geographical advantages and may also act as blocking elements tocertain pieces. As geographical advantages, the bunker may provide a +1defense to any defending piece, while the hill may provide +1 to attackand/or +1 to defense to any piece positioned on the hill.

In a further embodiment, the river may comprise wide crossings limitingsome piece movement, and narrow crossing allowing piece movements. Inother embodiments, there may also be bridges crossing the river allowingpiece movement. In a particular embodiment, any piece may move over abridge space, bishop and queen pieces may move over the narrow crossingbut not the wide, and knight pieces may ignore river spaces when moving.

Varying piece sets and styles, when matched up with an appropriate gameboard may provide further enhancement of game play. For example in aland battle, modern day pieces may simulate a modern battle, whilemedieval pieces may simulate an older battle. Other examples are WorldWar I or II pieces,

United States Civil War pieces, French Revolutionary War pieces,Hannibal vs. The Romans, and the like. In a further embodiment, playerscan also mix similar genres such as British Medieval soldiers vs. thearmy of Sun Tzu. Moreover, other piece types may include fictionalthemed pieces and cards such as popular fictional characters or otherfanciful and futuristic types, including science fiction andpost-apocalyptic pieces.

Air battle pieces may utilize various air ship styles from differenteras, including futuristic and science fiction based air ships. Forexample, modern day airships may replace the traditional chess pieces.Alternatively, Vietnam era planes may be utilized. Other options areKorean era planes, World War II planes, and World War I planes.

Sea battle pieces may utilize various ships styles from different eras.Examples of sea battle pieces may include modern day ships, World War Iand II era ships, Revolutionary War era ships, ancient ships, and thelike.

Space battle pieces may utilize various piece styles to simulatefuturistic space battles, and may further replicate well known sciencefiction ships.

In a further embodiment, both in computer implemented versions andphysical implementations, a multidimensional board game may be employed.In these embodiments, pieces may move along one dimension of a boardtraditionally, as well as up and down between the multi dimensionalboard. A three level board will be described herein, but it should beunderstood that a multidimensional board may be any board that has twoor more levels.

In a multidimensional embodiment, all pieces have the movement abilitiesdescribed above, along with the following modifications.

Pawn multidimensional movement allows a pawn to move a single level upor down in place of a one space forward movement. For attacking, thepawn can attack same level diagonally forward as normal, and also changeone level up or down while moving diagonally forward. Additionally,pawns may attack simply by changing levels with no forward movement. Ona pawn's first move it may move up to two spaces forward and/or up totwo levels up or down, but only to an open space.

Knight multidimensional movement may allow a normal move as well aschanging any number of levels on the board.

Rook multidimensional movement may be as follows: The rook can attacksolely by changing levels, and can only move a total of eight spacescounting changing a level as moving a space. Thus if a player moved therook up two levels and forward six spaces, they have moved a total ofeight spaces.

Players can use any combination of level changes during their spacemovement within a move. Thus a player can move their piece up twolevels, forward two spaces, then down a level and forward one space.Although the piece can change their level direction during a move, itmay not change its special direction. For example: a rook cannot moveforward on a level and then sideways or backwards in the same move.

Bishop multidimensional movement may be as follows: The bishop canattack solely by changing levels, and can only move a total of eightspaces including changing a level as moving a space. Thus if a playermoved the bishop up two levels and diagonally six spaces, they havemoved a total of eight spaces. Players may use any combination of levelchanges during their space movement within a move. Thus, a player canmove their piece up two levels, diagonally two spaces, then down onelevel and diagonally one space. Although the bishop can change leveldirection during a move, it may not change its lateral direction. Forexample: a bishop cannot move diagonally forward to the left on a leveland then diagonally backwards to the right in the same move.

Queen multidimensional movement may be any maneuver possible by a rookor a bishop.

King multidimensional movement may allow an unlimited number of levelsbut only one lateral space at a time.

Embodiments of game piece set up for the multidimensional embodimentsmay vary. In one embodiment, both player's pieces may be arranged on acommon level and are arranged as the pieces would be on a single levelboard. In another embodiment, one player may start with pieces on onelevel, while the other player starts with pieces on a different level.In yet another embodiment, each player may place pieces on varyinglevels, though the pieces should be placed where they would be on asingle level board. For example a rook may be placed in the back corneron any of the levels.

The board game may be implemented using a computer in a variety ofmanners, allowing for enhancement of the physical game play. In oneembodiment, the computer implemented game may replicate the board gamein either one or multi-dimensional modes, and may further add animationsto enhance game play. The computer implemented game may be packaged withthe physical game allowing a purchaser of the board game to also gainaccess to a computerized version. Alternatively, the games may be soldseparately.

In another embodiment, the computer implemented game further provides aninteractive battle mode, allowing a player to use interactive battleskills to add an additional element to battle in addition to the defenseand attack points. In one example, if Player 1 has a piece with defensepoints/enhancements that are lower than the attack points/enhancementsof the piece controlled by Player 2, Player 1 may still win if theyperform well in the interactive battle mode.

In yet another embodiment, cards in the computerized version may bereplaced by power ups positioned throughout the game board that may becollected by pieces landing on the power up. In a further embodiment,power-ups may be revealed when battle commences in a particular space.Power-ups gathered in battle may be used immediately or saved untilactivated by a player. Power-ups that can be saved can be stored forvarious lengths of time. Some can only be saved during the battle andwill disappear at the end of the battle.

Others may be saved for a pre-determined number of rounds. Other powerups may last until used, or discarded. Further, in another embodiment,power-ups may be tied to the ship that gathers them, and may be lost ifthe ship is destroyed. In an alternate embodiment, power-ups may go to a“bank” to be used by other ships. In still another embodiment, a playermay purchase certain power ups to add to their arsenal.

Turning now to FIG. 1 an embodiment of a game board is provided. Thegame board 10 is an 8×8 spaced board comprising sixty four spaces 11. Onthe board are a number of enhancement elements. A wormhole 13 connectstwo spaces on the board and acts as a rapid transit enhancement element.A game piece (not shown) may move from one wormhole 13 to the other in amove. A nebula 12 may act as a geographical enhancement element, addingto a defense of a piece positioned on the nebula space.

A planet 14 may act as a blocking element that limits movement ofcertain pieces. An asteroid field 15 may act as a geographicalenhancement element, adding to a defense of a piece positioned on thespace.

FIG. 2 shows an embodiment of a game piece of a space-ship design. Thegame piece has a futuristic space-ship space and is sized to fit withina game board space such as the spaces 11 of FIG. 1.

FIG. 3 provides an embodiment of a game piece enhancement shown here asa card. The card has a title field 30 that titles the card, and providesattack (Ai) and defense (Di) enhancements. The attack and defenseenhancements are shown as +3 and +1 respectively. In alternateembodiments, one of the attack or defense may be decreased in order toincrease the other. A graphic field 31 is below the title field andprovides a graphic to represent the title of the card in the title field30. A lore field 34 is below the graphic field 31. The lore field 34provides an interesting or entertaining phrase, quotation ordescription. At the bottom is an effect field 33 which provides detailsof the game piece enhancement's effects. In some embodiments, this mayinvolve increasing or decreasing attack or defense values in laterturns, immobilizing a piece, limiting attack options in later turns, andthe like.

FIG. 4 provides an embodiment of a game board showing a land battlefield. The board 40 is an 8×8 board comprising sixty four spaces 41. Onthe board are a number of enhancement elements. A tunnel 44 connects twospaces on the board and acts as a rapid transit enhancement element. Agame piece (not shown) may move from one tunnel 44 to the other in asingle move. A hill 45 may act as a geographical enhancement element,adding to attack and defense values of a piece positioned on the hillspace 45. The hill 45 may also act as a blocking element in someembodiments, causing certain pieces to have to move around it. A bunker44 may act as a geographical enhancement element, adding to a defensevalue of a piece at that position. A river 42 runs across the board andmay limit movement of certain pieces. In some embodiments, movement mayvary depending on thickness of the river 42. It can be seen that theriver 42 is wider at some spaces than others, and certain pieces may beallowed to move at the thinner parts, but not the thicker parts. Bridges43 are positioned across the river 42 and allow pieces to cross theriver 42 at these bridge 43 spaces.

FIG. 5 provides a flow chart of steps carried out during a battlebetween two pieces. Initially, a first card is drawn from a deck and anattack enhancement number marked on the card is added to an attack valueassigned to the attacking game piece creating a tallied attack value.Next a defense enhancement number is added to a defending piece based ona defense enhancement number marked on a second card creating a tallieddefense value. The added attack value and added defense value are thencompared. If the attack value of the attacking piece is greater than thedefense value of the defending piece, the defending piece is removedfrom the game board.

While several variations of the present invention have been illustratedby way of example in preferred or particular embodiments, it is apparentthat further embodiments could be developed within the spirit and scopeof the present invention, or the inventive concept thereof. However, itis to be expressly understood that such modifications and adaptationsare within the spirit and scope of the present invention, and areinclusive, but not limited to the following appended claims as setforth. versions, and listings, of claims in the application:

1.-6. (canceled)
 7. A method of playing a computerized board gamecomprising the steps of: using at least one computer to set up aplurality of game pieces on a game board, the game board having acheckered grid of spaces, the plurality of game pieces comprising twosets of game pieces, each set of game pieces comprising a king, a queen,a bishop, a knight, a rook, and a pawn, each of the plurality of gamepieces having a numerical attack value assigned to it, and having anumerical defense value assigned to it; displaying, by the at least onecomputer, the game board and game pieces on a computer display;instructing the at least one computer using a computerized interface tomove at least one of the plurality of game pieces of the first set froma first space to a second space occupied by one of the plurality of gamepieces of a second set; determining, by the at least one computer, ifthe game piece of the first set can capture the piece of the second set,the step of determining comprising the at least one computer performingthe steps of: randomly selecting a first piece enhancement from a groupof programmed piece enhancements; tallying an attack value of the gamepiece of the first set by the at least one computer adding an attackenhancement number of the piece enhancement to the numerical attackvalue assigned to the game piece; tallying a defense value of the gamepiece of the second set by the at least one computer adding a defenseenhancement number of a second piece enhancement to the numericaldefense value assigned to the game piece; comparing, by the at least onecomputer, the attack value with the defense value; and removing the gamepiece of the second set from the game board if the attack value isgreater than the defense value; and displaying, by the at least onecomputer, the removal of the game piece on the computer display;repeating the step of instructing the at least one computer, using thecomputerized interface, to move at least one of the plurality of gamepieces of a first set of game pieces until one of the kings of theplurality of pieces is removed from the game board.
 8. The method ofplaying a computerized board game of claim 7 further comprising the stepof: determining, by the at least one computer, if the game piece of thesecond set can capture the game piece of the first set, the step ofdetermining comprising by the at least one computer: tallying an attackvalue of the piece of the second set by the at least one computer addingan attack enhancement number of the second piece enhancement to thenumerical attack value assigned to the piece; tallying a defense valueof the piece of the first set by the at least one computer adding adefense enhancement number marked on the first card to the numericaldefense value assigned to the piece; comparing, using the at least onecomputer, the tallied attack value with the tallied defense value; andremoving the game piece of the first set from the game board if theattack value is greater than the defense value; and displaying, by theat least one computer, the removal of the game piece on the computerdisplay.
 9. The method of playing a computerized board game of claim 7wherein the step of determining if the game piece of the first set cancapture the piece of the second set further comprises providing aninteractive computer interface module for a player to overcome adeficiency in tallied attack points using the computerized interface andpresented on the computer display.
 10. The method of playing acomputerized board game of claim 7 further comprising the step of usinga computerized interface for moving one of the plurality of game piecesdisplayed on the computer display to a space on the game board having anenhancement element; and providing a game-play modification using thecomputer to the one of the plurality of game pieces based on theenhancement element of the game board.
 11. The method of playing acomputerized board game of claim 7 wherein the plurality of game piecesdisplayed on the computer display further comprises a blocker piece, andfurther comprising the step of placing, using the computerizedinterface, the blocker piece on the game board the placing beingdisplayed on the computer display.
 12. The method of playing acomputerized board game of claim 7 wherein the step of setting up aplurality of game pieces on a game board comprises using thecomputerized interface for placing two sets of game pieces on the gameboard, each of the two sets of game pieces comprising a king, a queen, abishop, a knight, a rook, four pawns, and a blocker piece the placingbeing displayed on the computer display.
 13. The method of playing acomputerized board game of claim 7 wherein the game board comprises afirst level and a second level the game board being displayed on thecomputer display, each level having matching dimensions, and comprisingthe step of using the computerized interface for moving at least one ofthe game pieces of the first set from the first level to the secondlevel. 14.-19. (canceled)
 20. A computer system for playing acomputerized board came, the computer apparatus comprises: a computer; acomputerized interface; and a computer display; the computer apparatusconfigured to carry out the steps of: setting up a plurality of gamepieces on a game board, the game board having a checkered grid ofspaces, the plurality of game pieces comprising two sets of game pieces,each set of game pieces comprising a king, a queen, a bishop, a knight,a rook, and a pawn, each of the plurality of game pieces having anumerical attack value assigned to it, and having a numerical defensevalue assigned to it; displaying the game board and game pieces on thecomputer display; moving at least one of the plurality of game pieces ofthe first set from a first space to a second space occupied by one ofthe plurality of game pieces of a second set based on an input receivedfrom the computerized interface; determining if the game piece of thefirst set can capture the piece of the second set using the computer,the step of determining comprising the computer: randomly selecting afirst piece enhancement from a group of programmed piece enhancements;tallying an attack value of the game piece of the first set by adding anattack enhancement number of the piece enhancement to the numericalattack value assigned to the game piece; tallying a defense value of thegame piece of the second set by adding a defense enhancement number of asecond piece enhancement to the numerical defense value assigned to thegame piece; comparing the attack value with the defense value; removingthe game piece of the second set from the game board if the attack valueis greater than the defense value; and displaying the removal of thegame piece on the computer display; repeating the step of moving atleast one of the plurality of game pieces of a first set of game piecesbased on the input from the computerized interface until one of thekings of the plurality of pieces is removed from the game board.
 21. Thesystem of claim 20 wherein the computer apparatus is further configuredto carry out the steps of: determining if the game piece of the secondset can capture the game piece of the first set, the step of determiningcomprising the computer: tallying an attack value of the piece of thesecond set by adding an attack enhancement number of the second pieceenhancement to the numerical attack value assigned to the piece;tallying a defense value of the piece of the first set by adding adefense enhancement number marked on the first card to the numericaldefense value assigned to the piece; comparing the tallied attack valuewith the tallied defense value; and removing the game piece of the firstset from the game board if the attack value is greater than the defensevalue; and displaying the removal of the game piece on the computerdisplay.
 22. The system of claim 20 wherein the computer apparatus isfurther configured to carry out the steps of: Determining, using thecomputer, if the game piece of the first set can capture the piece ofthe second set comprising providing an interactive computer interfacemodule for a player to overcome a deficiency in tallied attack pointsusing the computerized interface and presented on the computer display.23. The system of claim 20 wherein the computer apparatus is furtherconfigured to carry out the steps of: moving one of the plurality ofgame pieces displayed on the computer display to a space on the gameboard having an enhancement element; and providing a game-playmodification using the computer to the one of the plurality of gamepieces based on the enhancement element of the game board.
 24. Thesystem of claim 20 wherein the computer apparatus is further configuredto carry out the step of: placing two sets of game pieces on the gameboard, each of the two sets of game pieces comprising a king, a queen, abishop, a knight, a rook, four pawns, and a blocker piece the placingbeing displayed on the computer display.
 25. The system of claim 20wherein the computer apparatus is further configured to carry out thestep of: displaying the game board on the computer display, wherein thegame board comprises a first level and a second level, each level havingmatching dimensions, and comprising the step of using the computerizedinterface for moving at least one of the game pieces of the first setfrom the first level to the second level.